package plugin import ( "fmt" "log/slog" "maunium.net/go/mautrix/id" ) // Phase 13 — turn-based combat timeout reaper. // // A CombatSession expires 1h after its last action (combatSessionTTL). Per the // 2026-05-13 timeout decision, an abandoned fight is not flatly marked as a // retreat — the reaper resumes it from persisted mid-state and auto-plays the // rest of the fight through the same shared resolver a live !attack uses, // landing on a real win or loss. The player is DM'd the outcome. // // Sessions that cannot be reconstructed (zone run deleted, enemy no longer in // the bestiary) or that fail to converge within reaperRoundCap fall back to the // terminal 'expired' status with no fatal-blow side effects — see // markCombatSessionExpired. // reaperRoundCap bounds the auto-play loop. A turn-based round always lands at // least one damage roll eventually, so a real fight converges well within this; // the cap only guards against a pathological non-terminating session. const reaperRoundCap = 300 // reapExpiredCombatSessions is the timeout reaper, driven off eventTicker (one // pass per minute). It auto-plays every stale session to a terminal status. func (p *AdventurePlugin) reapExpiredCombatSessions() { expired, err := listExpiredCombatSessions() if err != nil { slog.Error("combat: reaper failed to list expired sessions", "err", err) return } for _, sess := range expired { p.reapCombatSession(sess.UserID, sess.SessionID) } } // reapCombatSession auto-plays a single stale session under the player's lock. // It re-fetches the session after locking: the player may have finished the // fight in the window between listing and locking, in which case there is // nothing to do. func (p *AdventurePlugin) reapCombatSession(userIDStr, sessionID string) { userID := id.UserID(userIDStr) // The session's owner is seat 0, which is the user the sweep listed — so the // fight lock and the user lock are the same mutex here, taken once. release := p.lockCombatFight(userID, userID) defer release() sess, err := getActiveCombatSession(userID) if err != nil { slog.Error("combat: reaper failed to reload session", "user", userID, "err", err) return } // Gone, replaced, or no longer the stale one — the player acted first. if sess == nil || sess.SessionID != sessionID { return } expire := func(why string, args ...any) { slog.Warn("combat: reaper "+why, append([]any{"user", userID, "session", sess.SessionID}, args...)...) if merr := markCombatSessionExpired(sess.SessionID); merr != nil { slog.Error("combat: reaper failed to mark session expired", "session", sess.SessionID, "err", merr) } } players, enemy, err := p.partyCombatantsForSession(sess) if err != nil { // Can't reconstruct the fight — park it terminal so it isn't retried // every minute forever. expire("cannot rebuild session, marking expired", "err", err) return } // Every seat swings until the fight lands. Deliberately *not* the auto-picker // the turn deadline uses: this is an abandoned fight, and finishing it should // not quietly burn the player's spell slots and potions on their behalf. The // turn-deadline latch is different — that member is mid-fight and their party // is waiting, so playing their character properly is the whole point. // // Each pass resolves one seat's turn and drains the enemy turn, the round-end // tick, and any downed seat behind it, so a solo fight walks exactly the loop // it always did. ct := &combatTurn{sess: sess, players: players, enemy: enemy, seat: 0, uid: userID} rounds := 0 for sess.IsActive() { if rounds >= reaperRoundCap { expire("hit round cap, marking expired") return } if _, rerr := runPartyCombatRound(sess, players, enemy, PlayerAction{Kind: ActionAttack}); rerr != nil { expire("round failed", "err", rerr) return } rounds++ } outcomes := p.closePartyRound(ct) preamble := fmt.Sprintf("⏳ Your fight with **%s** timed out — I finished it for you.\n\n", enemy.Name) if !ct.isParty() { if err := p.SendDM(userID, preamble+outcomes[0]); err != nil { slog.Error("combat: reaper failed to DM outcome", "user", userID, "err", err) } return } p.announcePartyRound(ct, nil, preamble, outcomes) }